불필요한 리소스 삭제

This commit is contained in:
aube.lee
2025-02-13 11:23:38 +09:00
parent 8b281856f8
commit fc2493126a
672 changed files with 0 additions and 40531 deletions

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# 디폴트 무시된 파일
/shelf/
/workspace.xml
# Rider에서 무시된 파일
/contentModel.xml
/.idea.Gameton-06.iml
/modules.xml
/projectSettingsUpdater.xml
# 에디터 기반 HTTP 클라이언트 요청
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

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using UnityEngine;
namespace Assets.PixelFantasy.Common.Scripts
{
public class Creature : MonoBehaviour
{
public SpriteRenderer Body;
public Animator Animator;
public AudioSource AudioSource;
}
}

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using System;
using System.Collections;
using UnityEngine;
namespace Assets.PixelFantasy.Common.Scripts
{
[CreateAssetMenu(fileName = "EffectManager", menuName = "Pixel Heroes/EffectManager")]
public class EffectManager : ScriptableObject
{
public SpriteEffect SpriteEffectPrefab;
public AudioClip FireAudioClip;
private static Material _baseMaterial;
private static Material _blinkMaterial;
public static EffectManager Instance;
[RuntimeInitializeOnLoadMethod]
static void Initialize()
{
Instance = Resources.Load<EffectManager>("EffectManager");
}
public void Blink(Creature creature)
{
if (_baseMaterial == null) _baseMaterial = creature.Body.sharedMaterial;
if (_blinkMaterial == null) _blinkMaterial = new Material(Shader.Find("GUI/Text Shader"));
creature.StartCoroutine(BlinkCoroutine(creature));
}
private IEnumerator BlinkCoroutine(Creature creature)
{
creature.Body.material = _blinkMaterial;
yield return new WaitForSeconds(0.1f);
creature.Body.material = _baseMaterial;
}
public SpriteEffect CreateSpriteEffect(Creature creature, string clipName, int direction = 0, Transform parent = null)
{
var instance = Instantiate(SpriteEffectPrefab, creature.transform.position, Quaternion.identity, parent);
instance.name = clipName;
instance.transform.position = parent == null ? creature.transform.position : parent.transform.position;
instance.GetComponent<SpriteRenderer>().sortingOrder = creature.Body.sortingOrder + 1;
instance.Play(clipName, direction == 0 ? Math.Sign(creature.transform.localScale.x) : direction);
return instance;
}
}
}

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using System;
using UnityEngine;
namespace Assets.PixelFantasy.Common.Scripts
{
/// <summary>
/// Used to block animation transitions.
/// </summary>
public class SoloState : StateMachineBehaviour
{
public bool Continuous;
public bool Active;
public Func<bool> Continue;
private float _enterTime;
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
_enterTime = Time.time;
animator.SetBool("Action", true);
Active = true;
}
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (stateInfo.normalizedTime >= 1 && !Continuous)
{
Exit(animator, stateInfo);
}
}
public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
Exit(animator, stateInfo);
}
private void Exit(Animator animator, AnimatorStateInfo stateInfo)
{
if (!Active || Time.time - _enterTime < stateInfo.length) return;
Active = false;
if (Continue == null)
{
animator.SetBool("Action", false);
}
else
{
if (!Continue())
{
animator.SetBool("Action", false);
}
Continue = null;
}
}
}
}

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using UnityEngine;
namespace Assets.PixelFantasy.Common.Scripts
{
[RequireComponent(typeof(SpriteRenderer))]
[RequireComponent(typeof(Animator))]
public class SpriteEffect : MonoBehaviour
{
public void Play(string clipName, int direction = 1)
{
transform.localScale = new Vector3(direction, 1, 1);
GetComponent<Animator>().Play(clipName);
Destroy(gameObject, 0.25f);
}
}
}

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